I had been back on a bit of an Unreal binge with some friends recently, and we had decided to update to 227j this time around. It's been pretty smooth so far and we're enjoying it a lot, but there's a few random things we'd been seeing in the server with various mods. Most of it is client-side script errors (which I see get printed right to our consoles now and is fantastic), which I can address just fine. But some others are a bit questionable and I'm unsure of why they're doing what they're doing.
- For Pawns, if a menuname is not explicitly set, it always used to put the class name itself in its place, and based on the code, it looks like it still does this in PreBeginPlay() of Pawn. For any subclasses I have though, it seems like it's not working as I would've expected. e.g. a class that extends Krall and is named MyKrall and has no menuname explicitly defined just shows up with a menuname of Krall, not MyKrall. Krall itself doesn't have a menuname defined, so it's not just pulling from there as far as I'm aware. Am I just forgetting how UScript works and since PreBeginPlay() is not redefined in the child, it's executing it "in the parent" so to speak, and is using the parent's class name? I know for a fact this used to work as I expected though (and for the record this isn't hard to go and fix by just setting the menuname, it's more of just a curiosity of why it's doing this).
- Some sounds are looping now when using PlaySound. I know that the sounds are imported with a flag that tells them to loop and they always have had it, but they didn't used to loop when just using PlaySound. I assume this is an intended fix, but if that's the case, is there any way to change the code to play it only once instead of having to modify and re-import all of the affected sounds?
- MonsterSpawn seems to throw a few warnings in the console every so often: . From the code it looks like it spawns that xxMSEffects class on every current player's Location on a timer. Would this be because it's spawning e.g. in the ground or something and can't be loaded when the ActorChannel becomes relevant?
Code: Select all
Warning: Could not spawn ActorChannel object Class MonsterSpawnX.xxMSEffects!
- Did something change with death message parsing somewhere? I'm still using an older, modified version of xCoop, so that on its own is probably half my problem. But the custom messages it has all seem to be missing a space after the victim name, and the killer seems to have an extra space before it (e.g. "Matrixwas killed by a Manta"). It didn't used to be like that
Also this isn't 227j specific, just a general question because it's been a long time and I've forgotten:
When you call Spawn, if you don't supply a SpawnOwner or SpawnInstigator field, are they defaulted to the calling actor or are they just None?